![]() This means that, if you choose, for example, 6,000 vitality points, the builder will try to find only options with at least this value, discarding great builds that could be done with 5,600 or 5,900. Help us report bugs and send your suggestions for improvements on our Discord.įashionista is based on the minimum status of each option. New features and mechanics will arrive soon. Very expensive, especially for a first-time player.This is still a beta version so that users can test and send their feedback on how this new tool works. Pros: This build is challenging and unusual, but the three Ecaflip fire spells can be a great deal of fun to use.Ĭons: This build should be used by experienced players only, it requires the use of Characteristic Scrolls to be fully effective. The best spells of this build come along fairly late in the character's development, level 70 is the start of the best Earth-based spells. Wide choice of both Strength and Neutral damage swords for melee weapons.Ĭons: Heads or Tails can be a frustrating spell at lower levels (1-15) until the character builds a decent amount of strength. Pros: A simple and powerful build, easy to execute. The Fate of Ecaflip inflicts Earth-type damages and subtracts an MP from the enemy, for several turns and on a critical hit. If it fails to get a critical hit, the user loses 1 AP for the rest of the turn. If it gets a critical hit, the target is hit with four powerful attacks, one of each element. The spell has a 50% chance of a critical hit. The Claw of Ceangal inflicts Earth-type damages and can make a target lose 1AP for several turns with a critical hit. This scratch inflicts horizontal and vertical Earth-type damages and hurts any players within its area of effect. The spell "Reflex" greatly increases the points of agility The caster increases tenfold the smell of any player around him, which can cause a loss of concentration or a motivation. This is a powerful close-range earth attack with a 50% chance of hurting the caster instead of the actual target. Summon a monster, Kitten, which uses Rotten Luck (boosts enemy chances for a Critical Failure) and Catattack (heals opponent on a normal hit, damages them on a Critical hit, 50/50 chance of either). Chance of -1 to range on crit hit.ĭoubles or triples damage caused (actually, adds 100 or 200 to base stat used for spells). Moderate fire damage, more than the Xelor's Dark Ray. The number of times the spell can be cast in a turn drops as the spell's level rises. Like jump or teleportation but just one square ahead. ![]() At the start of everyone's turn, it deals neutral damage, then heals. This spell increases a target's critical hits.Īn area of effect spell, centered on the caster. Has a 50/50 chance of inflicting either Water or Air damage.ĭeals minor neutral damage to the caster, and raises a target's vitality and hit points temporarily. ![]() ![]() This spell reveals invisible traps (mostly used by the Sram class) and invisible creatures, and raises the caster's damage for a turn. Damage will either be reversed into healing, or multiplied into greater damage. This spell affects all damage done to a friendly target. This spell both damages and heals a target, though the damage is usually greater than the healing. It affects either your team, the opposing team, or both, also at random. This spell has one of many random effects. Earth element attack that drains hp and pushes the target back. ![]()
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